Getting just white light instead of actual colors by exporting emission based models
There are three different issues interfering with your ability to export this particular model.  Let's take them one at a time.

Arbitrary material nodes not supported.

The glTF format has a system of materials that's more sophisticated at this point than many other public 3D formats, but it doesn't support the full set of Blender material nodes, many of which are specific to Blender itself.  There's documentation in the Blender Manual on which nodes can be exported to glTF.
For a complex graph like the one you've shown here, you will need to &quot;Bake&quot; the resulting pattern to a simple UV texture image.  The process is a bit complex but well worth learning, in my opinion.  There are various tutorials online, including a YouTube video on baking fractal noise into glTF that I put together last year with a coworker.

Lots of &quot;bloom&quot; is shown in your Blender screenshot.

Bloom is what causes that glowing effect around the model, where the bright parts spill over into neighboring pixels.  I've long wanted a setting in glTF to enable bloom, but there is some opposition.  Many people use glTF for models, not whole scenes, and bloom is more of a scene or camera setting.  Still, if you have control over the viewer (such as access to the JavaScript driving a ThreeJS visualization, or similar), there may be an option in the rendering engine to enable bloom.

Emissive strength

This one is a little problematic, but will get fixed someday hopefully soon.  The core glTF 2.0 format has a clamp on emission, it can't go higher than 1.0.  This is believed to have been just an oversight, but the clamp is in the official JSON schema where it can't just be ignored.  Still, this can be fixed at the format level by introducing a glTF extension for &quot;emissive strength,&quot; and at least one draft of that has appeared on GitHub recently.  So there's hope this will get fixed.
Even so, emissive strength by itself won't give you the glow effect, you need a strong emission paired with a bloom effect.  So for now, you would need to load the model into an engine where you have control of a few things, crank up the emission strength and turn on bloom.
If you get strong emission and bloom going, with a baked texture showing the pattern above, you should be in business.